Serious-Engine/Sources/Engine/Brushes/BrushPolygon.cpp

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "stdh.h"
#include <Engine/Brushes/Brush.h>
#include <Engine/Brushes/BrushTransformed.h>
#include <Engine/Entities/ShadingInfo.h>
#include <Engine/Templates/BSP_internal.h>
#include <Engine/Base/ListIterator.inl>
#include <Engine/Templates/DynamicArray.cpp>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Math/Float.h>
#include <Engine/Entities/Entity.h>
#include <Engine/Templates/Selection.cpp>
template CStaticArray<CBrushPolygonEdge>;
template CStaticArray<CBrushPolygon>;
template CStaticArray<long>;
// set new absolute position for the vertex
void CBrushVertex::SetAbsolutePosition(const DOUBLE3D &vAbsolute)
{
// get its brush entity
CEntity *pen = bvx_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
if (pen==NULL) {
ASSERT(FALSE);
return;
}
// back-transform to relative coordinates
DOUBLE3D vRelative = vAbsolute-FLOATtoDOUBLE(pen->en_plPlacement.pl_PositionVector);
vRelative *= FLOATtoDOUBLE(!pen->en_mRotation);
// remember new coordinates
bvx_vdPreciseRelative = vRelative;
bvx_vAbsolute = DOUBLEtoFLOAT(vAbsolute);
bvx_vRelative = DOUBLEtoFLOAT(vRelative);
if(bvx_pwvxWorking!=NULL)
{
bvx_pwvxWorking->wvx_vRelative = bvx_vRelative;
}
}
/*
* Calculate bounding box of this polygon.
*/
void CBrushPolygon::CalculateBoundingBox(void)
{
// NOTE: vertices are already transformed to absolute space
// discard portal-sector links to this polygon
extern BOOL _bDontDiscardLinks;
if (!(bpo_pbscSector->bsc_ulTempFlags&BSCTF_PRELOADEDLINKS)&&!_bDontDiscardLinks) {
bpo_rsOtherSideSectors.Clear();
}
// clear the bounding box
bpo_boxBoundingBox = FLOATaabbox3D();
// for all edges in polygon
{FOREACHINSTATICARRAY(bpo_abpePolygonEdges, CBrushPolygonEdge, itbpe) {
// add the edges vertices to the bounding box
bpo_boxBoundingBox |= itbpe->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
bpo_boxBoundingBox |= itbpe->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
}}
}
/* Create a BSP polygon from this polygon. */
void CBrushPolygon::CreateBSPPolygon(BSPPolygon<DOUBLE, 3> &bspo)
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
CBrushPolygon &brpo = *this;
// set the plane of the bsp polygon
((DOUBLEplane3D &)bspo) = *brpo.bpo_pbplPlane->bpl_ppldPreciseAbsolute;
bspo.bpo_ulPlaneTag = (ULONG)brpo.bpo_pbscSector->bsc_abplPlanes.Index(brpo.bpo_pbplPlane);
// create the array of edges in the bsp polygon
INDEX ctEdges = brpo.bpo_abpePolygonEdges.Count();
bspo.bpo_abedPolygonEdges.New(ctEdges);
// for all edges in the polygon
bspo.bpo_abedPolygonEdges.Lock();
{for(INDEX iEdge=0; iEdge<ctEdges; iEdge++){
CBrushPolygonEdge &brped = brpo.bpo_abpePolygonEdges[iEdge];
BSPEdge<DOUBLE, 3> &bed = bspo.bpo_abedPolygonEdges[iEdge];
// create the bsp edge in the bsp polygon
brped.GetVertexCoordinatesPreciseAbsolute(bed.bed_vVertex0, bed.bed_vVertex1);
}}
bspo.bpo_abedPolygonEdges.Unlock();
}
void CBrushPolygon::CreateBSPPolygonNonPrecise(BSPPolygon<DOUBLE, 3> &bspo)
{
CBrushPolygon &brpo = *this;
// offset for epsilon testing
const DOUBLE fOffset = -0.01;
// set the plane of the bsp polygon
((DOUBLEplane3D &)bspo) = FLOATtoDOUBLE(brpo.bpo_pbplPlane->bpl_plAbsolute);
bspo.bpo_ulPlaneTag = (ULONG)brpo.bpo_pbscSector->bsc_abplPlanes.Index(brpo.bpo_pbplPlane);
// calculate offset for points
DOUBLE3D vOffset = FLOATtoDOUBLE(((FLOAT3D&)brpo.bpo_pbplPlane->bpl_plAbsolute))*-fOffset;
// offset the plane
bspo.Offset(fOffset);
// create the array of edges in the bsp polygon
INDEX ctEdges = brpo.bpo_abpePolygonEdges.Count();
bspo.bpo_abedPolygonEdges.New(ctEdges);
// for all edges in the polygon
bspo.bpo_abedPolygonEdges.Lock();
{for(INDEX iEdge=0; iEdge<ctEdges; iEdge++){
CBrushPolygonEdge &brped = brpo.bpo_abpePolygonEdges[iEdge];
BSPEdge<DOUBLE, 3> &bed = bspo.bpo_abedPolygonEdges[iEdge];
// create the offseted bsp edge in the bsp polygon
FLOAT3D v0, v1;
brped.GetVertexCoordinatesAbsolute(v0, v1);
bed.bed_vVertex0 = FLOATtoDOUBLE(v0)+vOffset;
bed.bed_vVertex1 = FLOATtoDOUBLE(v1)+vOffset;
}}
bspo.bpo_abedPolygonEdges.Unlock();
}
/*
* Select adjacent polygons with same color as this one.
*/
void CBrushPolygon::SelectSimilarByColor(CBrushPolygonSelection &selbpoSimilar)
{
// if this polygon is not selected
if (!IsSelected(BPOF_SELECTED)) {
// select this polygon
selbpoSimilar.Select(*this);
}
// for all other unselected walls in brush mip that have same color
FOREACHINDYNAMICARRAY(bpo_pbscSector->bsc_pbmBrushMip->bm_abscSectors, CBrushSector, itbsc) {
FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpoOther) {
if ((!(itbpoOther->bpo_ulFlags&BPOF_PORTAL)||(itbpoOther->bpo_ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT))) &&
!itbpoOther->IsSelected(BPOF_SELECTED) &&
itbpoOther->bpo_colColor == bpo_colColor) {
// if the other polygon touches this one
if (TouchesInAnySector(*itbpoOther)) {
// recursively select the other polygon
itbpoOther->SelectSimilarByColor(selbpoSimilar);
}
}
}
}
}
/*
* Select adjacent polygons with same texture as this one.
*/
void CBrushPolygon::SelectSimilarByTexture(
CBrushPolygonSelection &selbpoSimilar, INDEX iTexture)
{
// if this polygon is not selected
if (!IsSelected(BPOF_SELECTED)) {
// select this polygon
selbpoSimilar.Select(*this);
}
// for all other unselected walls in brush mip that have same texture
FOREACHINDYNAMICARRAY(bpo_pbscSector->bsc_pbmBrushMip->bm_abscSectors, CBrushSector, itbsc) {
FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpoOther) {
if ((!(itbpoOther->bpo_ulFlags&BPOF_PORTAL)||(itbpoOther->bpo_ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT))) &&
!itbpoOther->IsSelected(BPOF_SELECTED) &&
itbpoOther->bpo_abptTextures[iTexture].bpt_toTexture.GetData()
== bpo_abptTextures[iTexture].bpt_toTexture.GetData()) {
// if the other polygon touches this one
if (TouchesInAnySector(*itbpoOther)) {
// recursively select the other polygon
itbpoOther->SelectSimilarByTexture(selbpoSimilar, iTexture);
}
}
}
}
}
/*
* Select all polygons in sector with same texture as this one.
*/
void CBrushPolygon::SelectByTextureInSector(CBrushPolygonSelection &selbpoSimilar, INDEX iTexture)
{
// for all other unselected walls in sector that have same texture
FOREACHINSTATICARRAY(bpo_pbscSector->bsc_abpoPolygons, CBrushPolygon, itbpo) {
if ((!(itbpo->bpo_ulFlags&BPOF_PORTAL)||(itbpo->bpo_ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT)))&&
!itbpo->IsSelected(BPOF_SELECTED) &&
itbpo->bpo_abptTextures[iTexture].bpt_toTexture.GetData()
== bpo_abptTextures[iTexture].bpt_toTexture.GetData())
{
// select this polygon
selbpoSimilar.Select(*itbpo);
}
}
}
/*
* Select all polygons in sector with same color as this one.
*/
void CBrushPolygon::SelectByColorInSector(CBrushPolygonSelection &selbpoSimilar)
{
// for all other unselected walls in sector that have same color
FOREACHINSTATICARRAY(bpo_pbscSector->bsc_abpoPolygons, CBrushPolygon, itbpo) {
if ((!(itbpo->bpo_ulFlags&BPOF_PORTAL)||(itbpo->bpo_ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT))) &&
!itbpo->IsSelected(BPOF_SELECTED) &&
itbpo->bpo_colColor == bpo_colColor)
{
// select this polygon
selbpoSimilar.Select(*itbpo);
}
}
}
/* Clear the object. */
void CBrushPolygon::Clear(void)
{
bpo_abpePolygonEdges.Clear();
bpo_smShadowMap.Clear();
bpo_abptTextures[0].Clear();
bpo_abptTextures[1].Clear();
bpo_abptTextures[2].Clear();
DiscardShadingInfos();
};
// discard all cached shading info for models
void CBrushPolygon::DiscardShadingInfos(void)
{
FORDELETELIST( CShadingInfo, si_lnInPolygon, bpo_lhShadingInfos, itsi) {
itsi->si_penEntity->en_ulFlags &= ~ENF_VALIDSHADINGINFO;
itsi->si_lnInPolygon.Remove();
itsi->si_pbpoPolygon = NULL;
}
}
/*
* Copy polygon within same sector.
*/
void CBrushPolygon::CopyFromSameSector(CBrushPolygon &bpoOriginal)
{
// copy simple data
bpo_pbplPlane = bpoOriginal.bpo_pbplPlane;
bpo_colColor = bpoOriginal.bpo_colColor;
bpo_ulFlags = bpoOriginal.bpo_ulFlags;
BOOL bCopyMapping = TRUE;
bpo_abptTextures[0].CopyTextureProperties( bpoOriginal.bpo_abptTextures[0], bCopyMapping);
bpo_abptTextures[1].CopyTextureProperties( bpoOriginal.bpo_abptTextures[1], bCopyMapping);
bpo_abptTextures[2].CopyTextureProperties( bpoOriginal.bpo_abptTextures[2], bCopyMapping);
bpo_mdShadow = bpoOriginal.bpo_mdShadow;
bpo_pbscSector = bpoOriginal.bpo_pbscSector;
// copy all edges
bpo_abpePolygonEdges = bpoOriginal.bpo_abpePolygonEdges;
}
/* Copy polygon properties */
CBrushPolygon &CBrushPolygon::CopyProperties(CBrushPolygon &bpoOther, BOOL bCopyMapping) {
bpo_ulFlags &= ~BPOF_MASK_FOR_COPYING;
bpo_ulFlags |= (bpoOther.bpo_ulFlags&BPOF_MASK_FOR_COPYING);
bpo_bppProperties = bpoOther.bpo_bppProperties;
bpo_colShadow = bpoOther.bpo_colShadow;
bpo_abptTextures[0].CopyTextureProperties( bpoOther.bpo_abptTextures[0], bCopyMapping);
bpo_abptTextures[1].CopyTextureProperties( bpoOther.bpo_abptTextures[1], bCopyMapping);
bpo_abptTextures[2].CopyTextureProperties( bpoOther.bpo_abptTextures[2], bCopyMapping);
return *this;
};
/* Copy polygon properties without texture */
CBrushPolygon &CBrushPolygon::CopyPropertiesWithoutTexture(CBrushPolygon &bpoOther) {
bpo_ulFlags &= ~BPOF_MASK_FOR_COPYING;
bpo_ulFlags |= (bpoOther.bpo_ulFlags&BPOF_MASK_FOR_COPYING);
bpo_bppProperties = bpoOther.bpo_bppProperties;
bpo_colShadow = bpoOther.bpo_colShadow;
return *this;
};
/* Copy polygon's textures */
CBrushPolygon &CBrushPolygon::CopyTextures(CBrushPolygon &bpoOther) {
bpo_abptTextures[0].CopyTextureProperties( bpoOther.bpo_abptTextures[0], TRUE);
bpo_abptTextures[1].CopyTextureProperties( bpoOther.bpo_abptTextures[1], TRUE);
bpo_abptTextures[2].CopyTextureProperties( bpoOther.bpo_abptTextures[2], TRUE);
return *this;
};
/*
* Calculate area of the polygon.
*/
DOUBLE CBrushPolygon::CalculateArea(void)
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
DOUBLE3D vArea = DOUBLE3D(0.0, 0.0, 0.0);
// for each polygon edge
{FOREACHINSTATICARRAY(bpo_abpePolygonEdges, CBrushPolygonEdge, itbpe) {
DOUBLE3D v0, v1;
itbpe->GetVertexCoordinatesPreciseRelative(v0, v1);
// add the area of triangle that the edge closes with the origin
vArea += v0*v1;
}}
return ( ((DOUBLE3D&)bpo_pbplPlane->bpl_pldPreciseRelative)%vArea ) / 2.0;
}
// move edges from another polygon into this one
void CBrushPolygon::MovePolygonEdges(CBrushPolygon &bpoSource)
{
ASSERT(bpo_pbplPlane==bpoSource.bpo_pbplPlane);
INDEX ctEdgesThis = bpo_abpePolygonEdges.Count();
INDEX ctEdgesSource = bpoSource.bpo_abpePolygonEdges.Count();
// create an array to hold all edges
CStaticArray<CBrushPolygonEdge> abpeNew;
abpeNew.New(ctEdgesThis+ctEdgesSource);
INDEX ibpeNew = 0;
// copy edges of this polygon
{for(INDEX ibpeThis=0; ibpeThis<ctEdgesThis; ibpeThis++) {
abpeNew[ibpeNew] = bpo_abpePolygonEdges[ibpeThis];
ibpeNew++;
}}
// copy edges of source polygon
{for(INDEX ibpeSource=0; ibpeSource<ctEdgesSource; ibpeSource++) {
abpeNew[ibpeNew] = bpoSource.bpo_abpePolygonEdges[ibpeSource];
ibpeNew++;
}}
// use the new array of edges instead old one
bpo_abpePolygonEdges.MoveArray(abpeNew);
}
/* Test if this edge touches another one. */
#define TOUCHEPSILON 0.001f
extern INDEX wed_bIgnoreTJunctions;
BOOL CBrushEdge::TouchesInSameSector(CBrushEdge &bedOther)
{
// if they have some common vertices
if (
bed_pbvxVertex0==bedOther.bed_pbvxVertex0 ||
bed_pbvxVertex0==bedOther.bed_pbvxVertex1 ||
bed_pbvxVertex1==bedOther.bed_pbvxVertex0 ||
bed_pbvxVertex1==bedOther.bed_pbvxVertex1) {
// they touch
return TRUE;
// if they have no common vertices
} else if( !wed_bIgnoreTJunctions) {
// test if some vertex is on the other edge
FLOAT fA0A1 = (bed_pbvxVertex0->bvx_vRelative-bed_pbvxVertex1->bvx_vRelative).Length();
FLOAT fB0B1 = (bedOther.bed_pbvxVertex0->bvx_vRelative-bedOther.bed_pbvxVertex1->bvx_vRelative).Length();
FLOAT fA0B0 = (bed_pbvxVertex0->bvx_vRelative-bedOther.bed_pbvxVertex0->bvx_vRelative).Length();
FLOAT fA0B1 = (bed_pbvxVertex0->bvx_vRelative-bedOther.bed_pbvxVertex1->bvx_vRelative).Length();
FLOAT fA1B0 = (bed_pbvxVertex1->bvx_vRelative-bedOther.bed_pbvxVertex0->bvx_vRelative).Length();
FLOAT fA1B1 = (bed_pbvxVertex1->bvx_vRelative-bedOther.bed_pbvxVertex1->bvx_vRelative).Length();
FLOAT fB0A0 = (bedOther.bed_pbvxVertex0->bvx_vRelative-bed_pbvxVertex0->bvx_vRelative).Length();
FLOAT fB0A1 = (bedOther.bed_pbvxVertex0->bvx_vRelative-bed_pbvxVertex1->bvx_vRelative).Length();
FLOAT fB1A0 = (bedOther.bed_pbvxVertex1->bvx_vRelative-bed_pbvxVertex0->bvx_vRelative).Length();
FLOAT fB1A1 = (bedOther.bed_pbvxVertex1->bvx_vRelative-bed_pbvxVertex1->bvx_vRelative).Length();
return
Abs(fB0B1-fA0B0-fA0B1)<TOUCHEPSILON||
Abs(fB0B1-fA1B0-fA1B1)<TOUCHEPSILON||
Abs(fA0A1-fB0A0-fB0A1)<TOUCHEPSILON||
Abs(fA0A1-fB1A0-fB1A1)<TOUCHEPSILON;
}
return FALSE;
}
BOOL CBrushEdge::TouchesInAnySector(CBrushEdge &bedOther)
{
// if they have some common vertices
if (
// they touch
bed_pbvxVertex0->bvx_vRelative==bedOther.bed_pbvxVertex0->bvx_vRelative ||
bed_pbvxVertex0->bvx_vRelative==bedOther.bed_pbvxVertex1->bvx_vRelative ||
bed_pbvxVertex1->bvx_vRelative==bedOther.bed_pbvxVertex0->bvx_vRelative ||
bed_pbvxVertex1->bvx_vRelative==bedOther.bed_pbvxVertex1->bvx_vRelative) {
return TRUE;
// if they have no common vertices
} else if( !wed_bIgnoreTJunctions) {
// test if some vertex is on the other edge
FLOAT fA0A1 = (bed_pbvxVertex0->bvx_vRelative-bed_pbvxVertex1->bvx_vRelative).Length();
FLOAT fB0B1 = (bedOther.bed_pbvxVertex0->bvx_vRelative-bedOther.bed_pbvxVertex1->bvx_vRelative).Length();
FLOAT fA0B0 = (bed_pbvxVertex0->bvx_vRelative-bedOther.bed_pbvxVertex0->bvx_vRelative).Length();
FLOAT fA0B1 = (bed_pbvxVertex0->bvx_vRelative-bedOther.bed_pbvxVertex1->bvx_vRelative).Length();
FLOAT fA1B0 = (bed_pbvxVertex1->bvx_vRelative-bedOther.bed_pbvxVertex0->bvx_vRelative).Length();
FLOAT fA1B1 = (bed_pbvxVertex1->bvx_vRelative-bedOther.bed_pbvxVertex1->bvx_vRelative).Length();
FLOAT fB0A0 = (bedOther.bed_pbvxVertex0->bvx_vRelative-bed_pbvxVertex0->bvx_vRelative).Length();
FLOAT fB0A1 = (bedOther.bed_pbvxVertex0->bvx_vRelative-bed_pbvxVertex1->bvx_vRelative).Length();
FLOAT fB1A0 = (bedOther.bed_pbvxVertex1->bvx_vRelative-bed_pbvxVertex0->bvx_vRelative).Length();
FLOAT fB1A1 = (bedOther.bed_pbvxVertex1->bvx_vRelative-bed_pbvxVertex1->bvx_vRelative).Length();
return
Abs(fB0B1-fA0B0-fA0B1)<TOUCHEPSILON||
Abs(fB0B1-fA1B0-fA1B1)<TOUCHEPSILON||
Abs(fA0A1-fB0A0-fB0A1)<TOUCHEPSILON||
Abs(fA0A1-fB1A0-fB1A1)<TOUCHEPSILON;
}
return FALSE;
}
/* Test if this polygon touches another one. */
BOOL CBrushPolygon::TouchesInAnySector(CBrushPolygon &bpoOther)
{
INDEX ctEdgesThis = bpo_abpePolygonEdges.Count();
INDEX ctEdgesOther = bpoOther.bpo_abpePolygonEdges.Count();
// for each edge in this polygon
{for(INDEX ibpeThis=0; ibpeThis<ctEdgesThis; ibpeThis++) {
CBrushEdge &bedThis = *bpo_abpePolygonEdges[ibpeThis].bpe_pbedEdge;
// for each edge in other polygon
{for(INDEX ibpeOther=0; ibpeOther<ctEdgesOther; ibpeOther++) {
CBrushEdge &bedOther = *bpoOther.bpo_abpePolygonEdges[ibpeOther].bpe_pbedEdge;
// if they touch
if (bedThis.TouchesInAnySector(bedOther)) {
// polygons touch
return TRUE;
}
}}
}}
// if no two edges touch, the polygons don't touch
return FALSE;
}
BOOL CBrushPolygon::TouchesInSameSector(CBrushPolygon &bpoOther)
{
INDEX ctEdgesThis = bpo_abpePolygonEdges.Count();
INDEX ctEdgesOther = bpoOther.bpo_abpePolygonEdges.Count();
// for each edge in this polygon
{for(INDEX ibpeThis=0; ibpeThis<ctEdgesThis; ibpeThis++) {
CBrushEdge &bedThis = *bpo_abpePolygonEdges[ibpeThis].bpe_pbedEdge;
// for each edge in other polygon
{for(INDEX ibpeOther=0; ibpeOther<ctEdgesOther; ibpeOther++) {
CBrushEdge &bedOther = *bpoOther.bpo_abpePolygonEdges[ibpeOther].bpe_pbedEdge;
// if they touch
if (bedThis.TouchesInSameSector(bedOther)) {
// polygons touch
return TRUE;
}
}}
}}
// if no two edges touch, the polygons don't touch
return FALSE;
}
// find minimum distance of a given point from the polygon edges
// see comp.graphics.algorithms.faq 1.02
FLOAT CBrushPolygon::GetDistanceFromEdges(const FLOAT3D &vC)
{
INDEX ctEdges = bpo_abpePolygonEdges.Count();
// start with infinite squared distance (all is calculated in squared distances!)
FLOAT fMinD2 = +1E20f;
// for each edge
{for(INDEX ibpe=0; ibpe<ctEdges; ibpe++) {
// for all edges in the polygon
FOREACHINSTATICARRAY(bpo_abpePolygonEdges, CBrushPolygonEdge, itbpePolygonEdge) {
// get edge vertices (edge direction is irrelevant here!)
const FLOAT3D &vA = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
const FLOAT3D &vB = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
// compute general vectors needed
FLOAT3D vAC = vC-vA;
FLOAT3D vAB = vB-vA;
// get parameter of the P - orthogonal projection of C onto AB
FLOAT fR = (vAC%vAB)/(vAB%vAB);
FLOAT fD2 = 0.0f;
// if before A
if (fR<0) {
// get squared distance AC
fD2 = vAC%vAC;
// if after B
} else if (fR>1) {
// get squared distance BC
FLOAT3D vBC = vC-vB;
fD2 = vBC%vBC;
// if between
} else {
// find PC
FLOAT3D vBC = vC-vB;
FLOAT3D vPC = vAC+(vBC-vAC)*fR;
// get squared distance PC
fD2 = vPC%vPC;
}
// update minimal squared distance
if (fD2<fMinD2) {
fMinD2=fD2;
}
}
}}
// return square root of the minimum squared distance
return Sqrt(fMinD2);
}
CBrushPolygon &CBrushPolygon::CopyPolygon(CBrushPolygon &bp)
{
bpo_pbplPlane=bp.bpo_pbplPlane;
bpo_abpePolygonEdges.MoveArray(bp.bpo_abpePolygonEdges);
bpo_apbvxTriangleVertices.MoveArray(bp.bpo_apbvxTriangleVertices);
bpo_aiTriangleElements.MoveArray(bp.bpo_aiTriangleElements);
CopyTextures(bp);
bpo_colColor=bp.bpo_colColor;
bpo_ulFlags=bp.bpo_ulFlags;
bpo_colShadow=bp.bpo_colShadow;
bpo_mdShadow=bp.bpo_mdShadow;
bpo_bppProperties=bp.bpo_bppProperties;
bpo_pspoScreenPolygon=NULL;
bpo_boxBoundingBox=bp.bpo_boxBoundingBox;
bpo_pbscSector=bp.bpo_pbscSector;
bpo_rsOtherSideSectors.Clear();
bpo_lhShadingInfos;
bpo_iInWorld=bp.bpo_iInWorld;
return *this;
}
// get amount of memory used by this object
SLONG CBrushPolygon::GetUsedMemory(void)
{
// basic size of class
SLONG slUsedMemory = sizeof(CBrushPolygon);
// add arrays
slUsedMemory += bpo_abpePolygonEdges.sa_Count * sizeof(CBrushPolygonEdge);
slUsedMemory += bpo_apbvxTriangleVertices.sa_Count * sizeof(CBrushVertex*);
slUsedMemory += bpo_aiTriangleElements.sa_Count * sizeof(INDEX);
slUsedMemory += bpo_rsOtherSideSectors.Count() * sizeof(CRelationSrc);
// done
return slUsedMemory;
}